/*
*/

//-----------------------------------------------------------------------------
[VERTEX]

layout(location = 0)	in vec2 inPosition;		// [-1,+1]

uniform vec2	surfaceSize;
uniform vec2	unSurfacePos;

out vec2	surfacePosition;

void main()
{
	surfacePosition	= inPosition * surfaceSize + unSurfacePos;
	gl_Position		= vec4( inPosition, 0.0, 1.0 );
}


//-----------------------------------------------------------------------------
[FRAGMENT]
/*
#import "fractals/test/arrows"
*/


